Example #1
0
    public void Die()
    {
        GC.inst.workers.Remove(this);
        GC.inst.idleWorkers.Remove(this);
        UIController.inst.UpdateIdleWorkerText();
        print("Worker dead!");

        if (state != State.Idle)
        {
            job.beingWorked = false;
            job.OnMouseDown();
        }

        Destroy(gameObject);
    }
Example #2
0
    void Update()
    {
        Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);

        // Follow the mouse!
        transform.position = new Vector3(mousePos.x, mousePos.y, -7);

        // When the mouse button is pressed...
        if (Input.GetMouseButtonDown(0))
        {
            // This becomes a worksite... provided that the building materials are all there.
            foreach (RStack stack in bt.buildCost)
            {
                if (GC.inst.rs.Get(stack.resource) < stack.amount)
                {
                    Destroy(gameObject);
                    print("Not enough resources!");
                    return;
                }
            }

            // Find the current hex.
            Coord c = GC.inst.GetHexCoordAt(transform.position);
            if (c == null)
            {
                Destroy(gameObject);
                return;
            }

            // Double check that this is a valid hex, and if not simply return.
            Tile t = GC.inst.map.GetTileAt(c);
            if (t == null || t.tileType == "water" || t.nTrees > 0 || t.structure != null)
            {
                Destroy(gameObject);
                if (t == null)
                {
                    print("Tile null");
                }
                else if (t.tileType == "water")
                {
                    print("Water");
                }
                else if (t.nTrees > 0)
                {
                    print("Trees = " + t.nTrees.ToString());
                }
                else if (t.structure != null)
                {
                    print("Structure = " + t.structure);
                }
                return;
            }

            // Use up building materials.
            foreach (RStack stack in bt.buildCost)
            {
                GC.inst.rs.Add(stack.resource, -stack.amount);
            }

            // Move the ghost to the hex center.
            transform.position = c.GetWorldCoords() + Vector3.back;

            // Set a bulding site structure here so that no other buildings can be scheduled to be placed here.
            t.structure = "buildingSite";

            // Add a job structure here, and assign a worker to it.
            JobStructure js = gameObject.AddComponent <JobStructure> ();

            // Set all of the variables of the job structure.
            js.jobDuration              = bt.buildTime;
            js.deathChance              = 0f;
            js.destroyOnJobFinish       = false;
            js.resourceGainedOnComplete = "";
            js.getAmountGained          = null;

            // Setup what happens on job finish.
            js.onJobFinished = () => {
                GameObject go = js.gameObject;

                // Make fully opaque.
                go.GetComponent <SpriteRenderer>().color = Color.white;

                // Generate people equal to housing.
                Coord cd = GC.inst.GetHexCoordAt(go.transform.position);
                for (int i = 0; i < bt.houses; i++)
                {
                    GC.inst.GenerateWorkerAt(cd);
                }

                // Delete the old job structure.
                Destroy(js);

                // Create a new job structure, if this structure has a job associated with it.
                if (bt.jobDuration >= 0)
                {
                    JobStructure njs = go.AddComponent <JobStructure>();
                    njs.jobSymbol   = Resources.Load <Sprite>(bt.hoverSymbolName);
                    njs.jobDuration = bt.jobDuration;
                    njs.deathChance = bt.jobDeathChance;
                    njs.resourceGainedOnComplete = bt.resourceGainedOnJobComplete;
                    njs.getAmountGained          = bt.getAmountGained;
                    njs.amountGainedPropToSat    = bt.propToSaturation;
                }

                // Add structure to the tile.
                GC.inst.map.GetTileAt(cd).structure = bt.name;
            };

            // Assign a worker to this structure.
            js.OnMouseDown();

            // Remove this component.
            Destroy(this);
        }
    }